#How do you profiling "Other" memory or find out what is in it?
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Hi @livid scroll,
"Other" memory used to be how we classified Native Memory that wasn't "Graphics", "Audio" or "Profiler".
In the 1.x versions of the Memory Profiler package, we've changed that categorization and now just split by "Native", "Executable & Mapped", "Managed", "Graphics" (aka VRAM/Graphic device memory), and "Untracked"
When you select these categories in the Memory Profiler Package, additional descriptive information is displayed. For "Native" which effectively replaced all of "Other" and grouped it together with "Audio" and "Profiling", it says:
Native memory, used by objects such as:
- Scene Objects (Game Objects and their Components),
- Assets and Managers
- Native Allocations including Native Arrays and other Native Containers
- CPU side of Graphics Asset memory
- And other
This doesn't include Graphics, which is shown in a separate category.
You can inspect these categories further in the All of Memory Breakdown.
Note: Values in Summary and All Of Memory views might be different as they use different ways of grouping items together.
So to answer your question: It is all in the details of a Memory Snapshot. If you are on a pre 2022.2 version of the editor, I'd invite you to try to open memory snapshots in an empty 2022.2 project with the 1.0 version of the Memory Profiler Package installed and using the All Of Memory table. For imported older snapshots, it will not split the Graphics part out in that table though, so e.g. the CPU readable part of a Read Write enabled Texture would be lumped together with the Graphics memory size in the "Native Memory Size" column. So wholesale discounting all Textures, Meshes and other Graphics resources won't fully get you to see just the "Native" bits, but it should get you relatively close. For newer Unity versions (2022.2+ and 2023.1+), this is now cleaner.
Hi @maiden granite,
It seems a large part of my game is loaded to Native memory, is there any way to find out why there is so much of it?